using System.Runtime.CompilerServices;
using ns28;
using Triton.Game.Mapping;

namespace Triton.Game.Abstraction
{
	public class Card
	{
		[CompilerGenerated]
		private Triton.Game.Mapping.Card card_0;

		[CompilerGenerated]
		private Vector3 vector3_0;

		[CompilerGenerated]
		private Entity entity_0;

		[CompilerGenerated]
		private bool bool_0;

		internal Triton.Game.Mapping.Card Card_0
		{
			[CompilerGenerated]
			get
			{
				return card_0;
			}
			[CompilerGenerated]
			private set
			{
				card_0 = value;
			}
		}

		public Vector3 InteractPoint
		{
			[CompilerGenerated]
			get
			{
				return vector3_0;
			}
			[CompilerGenerated]
			private set
			{
				vector3_0 = value;
			}
		}

		public Entity Entity
		{
			[CompilerGenerated]
			get
			{
				return entity_0;
			}
			[CompilerGenerated]
			private set
			{
				entity_0 = value;
			}
		}

		public bool IsTransitioningZones
		{
			[CompilerGenerated]
			get
			{
				return bool_0;
			}
			[CompilerGenerated]
			private set
			{
				bool_0 = value;
			}
		}

		internal Card(Triton.Game.Mapping.Card backingObject)
		{
			Card_0 = backingObject;
			InteractPoint = Client.CardInteractPoint(Card_0);
			IsTransitioningZones = Card_0.IsTransitioningZones();
			Entity = Class278.Class278_0.method_2(Card_0.GetEntity());
		}
	}
}
